ChaosRider wrote:Your 1 lvl bird lvlup to 4-5 lvl by one advance? His next form is enought huge for so high lvls.

Wan't quite sure how to use the big bird,yet. Since it should be a playable faction his level can't be higher than 4, but probably he will be a lvl 3 unit (i know he is much bigger than any other lvl3 unit, but since i can't give him better weapons or armor his size is the only thing i can change) . Until now i only use him as a placeholder for the lvl 2 advancement (his stats are nearly the same as the gryphon master).The lvl1 bird is a frankensteined unit from the khalifate faction, i thought about changing his look later. For now it's a question of balancing their stats. If the faction gets to strong the bird advancement will be from lvl1 to lvl, otherwise it will be lvl1-lvl3 or lvl2-lvl3 (with new images).

This will propably be the last update on this faction. I completely reworked the golem lines. Now the have magenta eyes for the teamcolour and the stonecolour doesnt vary anymore, making this unit-line more persistent.

golem-earth.png (1.92 KiB) Viewed 2206 times

golem-stone.png (2.24 KiB) Viewed 2206 times

golem-rock.png (2.65 KiB) Viewed 2206 times

I also worked on other factions, but i'm not happy with the results yet. Might post them someday, when i have more time to work on them.

I like the new golems you've made.based on the level of detail and the shading, I'd say you're improving greatly since the first sprites you've done and I think you should carry on.Just 2 suggestions though: perhaps try drawing/franking humans in a slightly different pose? Secondly, it's just aesthetic, I'm no engineer, but perhaps give your golems slightly thicker legs? You wouldn't want that whole 'feet of clay' thing going down in the battle, now would you?

The golems are increadibly good but I found two strange things on the golem-stone:- the left arm his to high (not in the same position with the shoulder- the right hand with the leg behind is very hard to read

Elvish_King wrote:The golems are increadibly good but I found two strange things on the golem-stone:- the left arm his to high (not in the same position with the shoulder)

I noticed this too, but thought that golems are not humans so they do not necessarily must have symmetrical body.

Yeah, the proportions on the stone golem are on purpose. I took inspiration from tiny in dota2 (if anyone knows him). I wanted him to have his longer arm as a third leg and attack with his other arm (if i ever get to make an animation).

Elvish_King wrote:- the right hand with the leg behind is very hard to read

Unbenannt.png

Noted. I might try shading the leg a little darker or moving the arm a bit, but i don't know when i can post results.

Midnight_Carnival wrote:Just 2 suggestions though: perhaps try drawing/franking humans in a slightly different pose? Secondly, it's just aesthetic, I'm no engineer, but perhaps give your golems slightly thicker legs? You wouldn't want that whole 'feet of clay' thing going down in the battle, now would you?

Poses are hard. The units should see to the southeast, so the body is also most likely facing southeast (maybe southwest, but that doesn't change the pose much and if all are facing sw they start to look the same again). I could slightly adjust the feet or the arms, but even those otions are highly limited. For example, the weapon-hand should face away from the body, because otherwise it would overlap with the armor, making it harder to differ between both. Even the mainline units all have a very similar pose.Giving the golems bigger legs would make them invincible. Every Monster needs weakpoint, otherwise the poor wesnothians would battle against an indestrucable walking mountain . (In a more serious note: I will work on it when I change the leg-shading on the stone-golem)

Vyncyn wrote:Yeah, the proportions on the stone golem are on purpose. I took inspiration from tiny in dota2 (if anyone knows him). I wanted him to have his longer arm as a third leg and attack with his other arm (if i ever get to make an animation).

I would recommend the opposite direction: the bigger arm should be used to attack while the smaller one holds the creature and prevents it from falling straight for the ground. This would allow you to make a more exaggerated movement for the arm, which would be more realistic and visually better.

I finally managed to publish my era on the addon-server. So for anyone who is interested, search for "Vyncyn Rashy Era". It contains 10 factions (+1 small faction on AoH). It has mostly unique art, with some franken units and some taken from mainline or other addons. I will possible update it in the future to add 8 more factions (they are about 90% completed, but i want to rework parts of it before publishing). It should be 100% english, if i haven't missed anything. Of course any art on this add-on is free to use if someone wants it for their own era.

Edit: I'll keep this thread open for futute art development on this era. For other discussions about it i have opend a new topic viewtopic.php?f=19&t=44374.

Lvl1 and lvl2 looks great but for lvl3 not only a brown hood is strange, it is strange that he have a hood with a naked torso. What to a hood is attached? I think lvl3 torso should be covered too, and all with grey of course.